Monday, 17 August 2015

Warframe PvP: Personal Thoughts as of Update 17

PvP in Warframe for me has always been an odd thing due to its difficult upbringing.  When it was first brought up, the star-chart conclaves were something I only tried briefly and the dark sectors were something I never really tried out of confusion / not really being invested in the game mode.  The most recent standalone version with game modes of CTF and Kill Confirmed have perked my interest for PvP again, but with the recent changes in update 17 to the movement mechanics its sitting tall at my weekend’s playtime for a number of different reasons. 

PvP in Warframe is still in somewhat early stages but it has strong opening gamemodes.  Screenshot taken 15/8/2015


The most prevalent feeling of this playtime is one of nostalgia; a moment where I am in an arena wall hiking around the map trailing my target instantly takes me back to 10 or so years ago with one of the two titans of arena shooting being Unreal Tournament (the other of course being Quake).  For me, UT (alongside Total Annihilation) were the first PC games I played online and having the frantic nature of UT Deathmatch on a map like Deck 16 cemented my enjoyment for PC gaming and the larger spectrum of competition.  The Arena shooter became my first stop for many years of gaming, going through the entire UT series (UT, 2k3, 2k4 and 3 as of writing) with modern titles such as CoD just not fully scratching such an itch.  For me, it was never the gunplay that personified these games (be it weapons like the flak cannon being my favourite anyway) but an enthusiasm for the movement controls with particular focus on the 2k4 iteration.  Whereas in a modern title you will have a jump, crouch, sprint and maybe a slide; you could dodge into double jumps, wall hikes into somersaults, rocket jumps and other environmental based movement techniques to make your ability to remain a difficult target an extra step of the FPS mechanics we all know and enjoy.  It also gave a sense of speed as with learning such mechanics, you could greatly increase your travel speed meaning that it gave an overall feeling of speed to the gameplay that military sprinting or short-term jetpacks just don’t truly match in my opinion.  With Warframe’s new movement mechanics that follow a similar toolset of wall hikes, double jumps, leaps, rolls and bullet-time esc slides, PvP’ing gives me this feeling of having to use my movement as an extension of my in-combat play so that I am able to try and gain short-term advantages so that I can defeat the enemy.  Traversing the maps, jumping into a battle to nab a kill and then dart back out with a slither of health is something that very rarely loses its charm and I can see that my previous enthusiasm for the arena shooter could be found in not an FPS but a third-person shooter which has somewhat surprised me. 



That being said, I would be lying if I made a 1:1 comparison and I do have some issues that have cropped up during these hours of play.  Some of these are self-critical while others are at the gameplay.

Jumping away at the right time to be ready for the next skirmish.  Screenshot taken 15/8/2015


First of all, I have had to play a lot with my controls / mouse sensitivity because of the significant change in enemy movement type from PvE to PvP.  The overwhelmingly majority of Warframe’s PvE enemies work on the same plain as the player with a relativity slow-regular pace as the AI does make use of cover and squad like groupings whereas a player is naturally unpredictable.  Traversing the map I have noticed a small need for increased sensitivity, but when I end up in a dual-like situation with another player one is wrapped into a swirl of leaps and slides as you try to gain an advantage for a couple shots and in those situations I could probably do with upping my sensitivity by around 40%.  I do have the option to change my sensitivity on the fly, but I feel like it’s going to take a couple hours to find the right balance.  In terms of movement, I also feel that sometimes when I go to roll I’m not rolling which is getting me shot / stabbed but I have a feeling this maybe down to my aging hardware / reaction speed.

Although I performed well during matches, the last 2 or so minutes would see me knocked off my podium finish.  Screenshot taken 15/8/2015


Secondly, I feel like there is an unnecessary ‘deadzone’ time in some movement which makes the flow of gameplay feel off-balance.  To those of you who may be confused by my choice of word, I am referring to particular moments in moving; aiming with a weapon after a sliding movement and landing after a jump beyond the regular jump height.  The First of these has been a recent issue of mine since Update 17 where there’s a short-term ‘sway’ out of the slide where the camera catches up with the player so I feel this is something that may need some work on through patches, but the second is more difficult to discuss because I can see the reasoning behind it.  Having a player stagger if they don’t land a high jump properly makes sense as it encourages you to chain movement together in an appropriate manner, it’s just the smaller cases of jumping regular to a space a couple steps below your original jump point is where it feels off in comparison to the PvE gameplay I have experienced.  There have been a number of moments where I’ve thought “why” on a map such as the corpus ship tile-set where I traverse the side crates onto the lower health pickups with no problem but stagger on the nearby gradient changes. 

Thirdly, and possibly the most subjective, is the experience of comparative skills and the interplay between them.  It’s always difficult to discuss a subject like this without going too much into balance and whether “x is OP” but I will try just to give my experiences during this time.  I personally have been trying quite a few weapons and personally I’ve felt an affinity for shotgun use with a heavy sidearm and polearm but I haven’t been able to find a frame that fits the playstyle that I want to going with that.  I tried using Volt, Valkyr, Saryn, Zephyr, Chroma and Frost but I just can’t get a great feeling of “this feels like what I want”.  A skill / attack that one shots me as a Volt (with a small armour rating so you may consider that there are various attacks that do it) would also do the same to Saryn (a frame with a much higher armour rating) and I personally don’t know what to make of it.  I try to think of ‘counter-play’ but other than ‘run away’ there isn’t much I’m coming up with and that’s not the best situation in these circumstances.  Then there’s Jat Kittag, a weapon that I know is a slow, formidable weapon but in PvP has just been an aggravation for me.  In both PvE and PvP it has a powerful knockback for the surrounding enemies but with one particular experience of mine I feel it may need a bit of tweaking.  The times where I’m battling with someone and I get hit by it so be it, but when I’m mid-air and dodging away from it at a decent height from the ground I don’t feel like I should be staggered / knocked down by it.  I understand there are mods to make you immune to such affects after being knocked / staggered, but I’m not on the ground or near to the blast so I don’t think I should be affected.  I will of course play more to understand this gameplay situation, but as of now for me it’s an unenjoyable play where counters I have looked to make haven’t been viable. 

Lastly (and possibly a secondary point to all the above) having peer to peer connections is much more noticeable in this game mode than in PvE, with myself experiencing a number of situations where I’ve been killed around the corner when in terms of the connection I’m most likely still occupying the space I was before I moved into cover.  This is of course a factor of the overall game and experienced in other games that use P2P such as CoD; so in an ideal world I would love the use of dedicated servers as then I’m less likely to either a) have the above situations happen or b) blame less of my performance on a factor like lag.  For the meantime, I’m going to try to work around it and get better. 

Overall, I have greatly enjoyed my time PvP’ing in Warframe this weekend and would recommend it just to try at least.  The gameplay is fun and removes a lot of what people do find annoying about the PvE side of gameplay – farming / grinding.  If you’re someone like me and are looking for an arena shooter, this may intrigue you until the genre properly finds its way onto the main stage of gaming, but other than a few “ARGH” moments from myself it gave me a similar feeling to those older titles.  

No comments:

Post a Comment